Instant feedback while attacking and reacting to
enemies on screen felt very good.
Not exact matches
The HUD is also done well; despite the amount of information
on screen (such as
enemy markings, objectives, and environmental cues), the HUD never
felt cluttered or overwhelming.
Sure, it can be hard to not
feel like that linear games are a byproduct of an age where the technology only really allowed for corridors, especially if you wanted to even consider the concept of throwing in something more complex than having a few
enemies on -
screen at a time.
The whole game
feels more responsive, and barring a few drops here and there, when more
enemies are
on the
screen, there's no reason to go into the options menu and turn
on the 30 fps lock.
The use of an open - world, the (admitedly) impressive number of
enemies on screen, and running at a smooth 60 FPS could justify some of those aspects, but sadly the game is locked at 30 FPS, making the experience
feel barely more gratifying than playing a good remaster of a game from the previous generation.
It's just that looking at GOW, HZD, UC4, etc, I
feel that with great jump in power, devs might just add a bit more textures, improved AI,
enemies on screen, destructive environments, etc that will take a good hit in the power.
If you die three times throughout the level, then it's game over — which is fine, I understand Super Comboman is presented as a nostalgic take
on that genre — but when you have scraped through a level for 15 to 20 minutes only to encounter a new
enemy at the climax, and the game over splash
screen appears, it leaves you
feeling deflated, knowing you have to start all over again.
I actually almost
felt like I was playing with a Max Payne style slo - mo when lots of
enemies were
on screen.
It's a novel control scheme and interesting to add a bit of interaction with the game more so then ever before, but it
feels a little erratic in control at times, especially when dealing with fast moving
enemies or an abundance
on screen.
There's simply not enough precision granted with the PlayStation 3's gamepad; the guns
feel light and are more than happy to wildly lead across the
screen as you struggle to keep iron sights
on enemies in the midst of explosions.
Something that made sense
on the PSP's tiny
screen was an aggressive lock -
on that would snap your camera to an
enemy without any sort of delay when you hit the button to activate lock -
on — but
on a bigger
screen, it
feels jarring.